#include "mydx10gameapp.h"

//-------------------GAME IMPLEMENTATION - METHOD OVERRIDES------------------------------------------------------

/******************************************
* Implementation of our Game's Windows
* Message Pump.  The template illustrates
* How to handle two types of message 
* and how to pass all remaining message
* types to the Default Windows WndProc
* Handler.
******************************************/
LRESULT CALLBACK CMyDX10GameApp::customWndProc(HWND pwindowhandle, UINT pmessagetype, WPARAM pwparam, LPARAM plparam)
{
	switch(pmessagetype)
	{
		// Check if a key has been pressed on the keyboard.
		case WM_KEYDOWN:
		{
			return 0;
		}

		// Check if a key has been released on the keyboard.
		case WM_KEYUP:
		{
			return 0;
		}

		// Any other messages send to the default message handler as our application won't make use of them.
		default:
		{
			return DefWindowProc(pwindowhandle,pmessagetype,pwparam,plparam);
		}
	}
}
	
/******************************************
* 
******************************************/
bool CMyDX10GameApp::customInit()
{
	
	return true;
}

/******************************************
* 
******************************************/
bool CMyDX10GameApp::customUpdate()	
{

	return true;
}

/******************************************
* 
******************************************/
bool CMyDX10GameApp::customRender()
{
	return true;
}

/******************************************
* 
******************************************/
bool CMyDX10GameApp::customCleanup()
{
	return true;
}